Template:KV TwoObjectPhysics: Difference between revisions

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: A [[phys_constraintsystem]] that this constraint should be a part of. This avoids the "jiggling" caused by constraints applied to the same set of entities fighting with each other.
: A [[phys_constraintsystem]] that this constraint should be a part of. This avoids the "jiggling" caused by constraints applied to the same set of entities fighting with each other.
; forcelimit <[[float]]>
; forcelimit <[[float]]>
: Impact force required to break the constraint, in pounds. A way of calculating this is to set it to the mass of an object that would break the constraint if it were resting on its objects.
: Impact force required to break the constraint, in pounds. 0 = infinite. A way of calculating this is to set it to the mass of an object that would break the constraint if it were resting on its objects.
; torquelimit <float>
; torquelimit <float>
: Torque required to break the constraint, in pounds*inches. A way of calculating this is to multiply any reference mass by the resting distance (from the center of mass of the object) needed to break the constraint.
: Torque required to break the constraint, in pounds*inches. 0 = infinite. A way of calculating this is to multiply any reference mass by the resting distance (from the center of mass of the object) needed to break the constraint.
; breaksound <sound>  
; breaksound <sound>  
: A sound played when the constraint is broken.
: A sound played when the constraint is broken.

Revision as of 08:34, 13 June 2009

attach1 <targetname>
attach2 <targetname>
The entities to constrain. Leave one blank to attach to the constraint entity itself.
constraintsystem <targetname>
A phys_constraintsystem that this constraint should be a part of. This avoids the "jiggling" caused by constraints applied to the same set of entities fighting with each other.
forcelimit <float>
Impact force required to break the constraint, in pounds. 0 = infinite. A way of calculating this is to set it to the mass of an object that would break the constraint if it were resting on its objects.
torquelimit <float>
Torque required to break the constraint, in pounds*inches. 0 = infinite. A way of calculating this is to multiply any reference mass by the resting distance (from the center of mass of the object) needed to break the constraint.
breaksound <sound>
A sound played when the constraint is broken.
teleportfollowdistance <float>
If one constrained object teleports more than this many units away, the other will teleport with it.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities